History Main / BonusFeatureFailure

18th Oct '17 5:49:43 PM MyFinalEdits
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* By getting a star rank in all 150cc Retro Cups, you unlocked the Jetsetter/Aero Glider as a kart. Unfortunately, said kart also had terrible stats in everything except top speed and weight, meaning anyone who unlocked it would likely never find a use for it in the actual game.


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%%* By getting a star rank in all 150cc Retro Cups, you unlock the Jetsetter/Aero Glider as a kart. Unfortunately, said kart also has terrible stats in everything except top speed and weight, meaning anyone who unlocks it will likely never find a use for it in the actual game. (BUT WHAT GAME? THIS EXAMPLE DOESN'T SPECIFY)
18th Oct '17 4:55:13 PM TheWarioBros
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* By getting a star rank in all 150cc Retro Cups, you unlocked the Jetsetter/Aero Glider as a kart. Unfortunately, said kart also had terrible stats in everything except top speed and weight, meaning anyone who unlocked it would likely never find a use for it in the actual game.
13th Oct '17 12:18:47 PM SeptimusHeap
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* The final unlockable course of ''[[VideoGame/{{F-Zero}} F-Zero GX]]'' is Mute City: Sonic Oval, a beginner-level course that consists of a NASCAR-style oval. It's not even used in the AX Cup; you can only play it in Time Attack, Practice, and multiplayer. It's also on the wrong place in the AX Cup course listing; in ''F-Zero AX'', it's the ''first'' course in the list rather than the last.

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* The final unlockable course of ''[[VideoGame/{{F-Zero}} ''[[VideoGame/FZero F-Zero GX]]'' is Mute City: Sonic Oval, a beginner-level course that consists of a NASCAR-style oval. It's not even used in the AX Cup; you can only play it in Time Attack, Practice, and multiplayer. It's also on the wrong place in the AX Cup course listing; in ''F-Zero AX'', it's the ''first'' course in the list rather than the last.
24th Sep '17 3:11:27 PM nombretomado
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* In ''VideoGame/ShadowTheHedgehog'', there are hidden keys in every level that, once you get them all, unlock a secret door for that level. While most of the doors have powerful weapons or enable shortcuts, the door in Lost Impact gives you an armored car... in a close-walled, cramped space station level. And you can't even take it very far, as there are walls you have to spin dash under, and rail segments where the car can't go, almost immediately after you get the prize. In fact, most of the unlockable weapons/secret doors are like this in Shadow. Particularly {{egregious}} are the secret doors for Westopolis (similar to Lost Impact, it gives you a bad-controlling lowrider with no special weapon which you get 75% of the way through the level) and Lethal Highway (a minigun with 80 ammo, which is pathetic if you were hoping for a MoreDakka rampage). The worst is Mad Matrix, which gives you nothing but an alternate path to the Goal Ring, which is only remotely useful if you're trying to save some time to A-rank the neutral mission, and even then it's far from necessary. Additionally, the weapons you unlock for completing certain endings are ''extremely'' [[{{Nerf}} Nerfed]] [[InfinityMinusOneSword Infinity Minus One Swords]], particularly the [[VideoGame/SonicAdventure2 Omochao Gun]] and [[BillyHatcherAndTheGiantEgg Vacuum Gun]], which are powerful but have a laughable ammunition capacity (even when levelled up!) that hardly makes it worth the effort. Also, getting an A rank on every mission on every stage would unlock ''Very Hard Mode'', supposedly like ''VideoGame/SonicHeroes'''s Very Hard Mode, where the levels' layouts are changed to be a lot harder, and you go through every stage, one after the other, without stopping. But in ''Shadow'', they barely changed any of the layouts at all.[[note]]The most major change in it was adding a [[ThatOneLevel really cheap part]] in Circus Park.[[/note]] And by that point, though, you've probably played through all the levels so many times, there isn't any point to playing what's mostly the same ones all in a row.

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* In ''VideoGame/ShadowTheHedgehog'', there are hidden keys in every level that, once you get them all, unlock a secret door for that level. While most of the doors have powerful weapons or enable shortcuts, the door in Lost Impact gives you an armored car... in a close-walled, cramped space station level. And you can't even take it very far, as there are walls you have to spin dash under, and rail segments where the car can't go, almost immediately after you get the prize. In fact, most of the unlockable weapons/secret doors are like this in Shadow. Particularly {{egregious}} are the secret doors for Westopolis (similar to Lost Impact, it gives you a bad-controlling lowrider with no special weapon which you get 75% of the way through the level) and Lethal Highway (a minigun with 80 ammo, which is pathetic if you were hoping for a MoreDakka rampage). The worst is Mad Matrix, which gives you nothing but an alternate path to the Goal Ring, which is only remotely useful if you're trying to save some time to A-rank the neutral mission, and even then it's far from necessary. Additionally, the weapons you unlock for completing certain endings are ''extremely'' [[{{Nerf}} Nerfed]] [[InfinityMinusOneSword Infinity Minus One Swords]], particularly the [[VideoGame/SonicAdventure2 Omochao Gun]] and [[BillyHatcherAndTheGiantEgg [[VideoGame/BillyHatcherAndTheGiantEgg Vacuum Gun]], which are powerful but have a laughable ammunition capacity (even when levelled up!) that hardly makes it worth the effort. Also, getting an A rank on every mission on every stage would unlock ''Very Hard Mode'', supposedly like ''VideoGame/SonicHeroes'''s Very Hard Mode, where the levels' layouts are changed to be a lot harder, and you go through every stage, one after the other, without stopping. But in ''Shadow'', they barely changed any of the layouts at all.[[note]]The most major change in it was adding a [[ThatOneLevel really cheap part]] in Circus Park.[[/note]] And by that point, though, you've probably played through all the levels so many times, there isn't any point to playing what's mostly the same ones all in a row.
16th Sep '17 12:19:05 PM gophergiggles
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** Both The Pain and The Fury's camouflage. The former's makes bees follow you harmlessly and attack guards instead, and the latter reduces explosion damage and grants immunity to catching flame. The problem isn't that neither of these abilities are so esoteric you'll never bother to use them (why attack with bees when you have ''guns'' and there are few opportunities to benefit from the fire resistances), but that they tend to give poor camouflage indexes, often ''negative'' values, which will greatly hinder you.

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** Both The Pain and The Fury's camouflage. The former's makes bees follow you harmlessly and attack guards instead, and the latter reduces explosion damage and grants immunity to catching flame. The problem isn't that neither of these abilities are so esoteric you'll never bother to use them (why attack with bees when you have ''guns'' and there are few opportunities to benefit from the fire resistances), but that they tend to give poor camouflage indexes, often ''negative'' values, which will greatly hinder you. Ironically The Fury's camo is actually quite useful against The Fury himself, but that means you'll still have to beat him once without it and carry it over into a NewGamePlus.
28th Aug '17 12:12:18 PM SolidSonicTH
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** Minor one but because using the Raccoon Police Department/"pop starlet" outfits for Leon and Ashley is also supposed to enable Ada's "Assignment Ada" tactical outfit during the main game (who only appears during cutscenes in the main game), the original PC version and the [=PS2=] version miss out on seeing this because of their use of pre-rendered cutscenes (which were only derived from a playthrough with the normal outfits and no secondary versions of these scenes were ever recorded for an alternate outfit playthrough). The original [=GameCube=] version of the game and all releases after the original PC port use in-engine cutscenes, meaning character stay dressed however they appear during the game and thus Ada will show up wearing her tactical gear during cutscenes.

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** Minor one but because using the Raccoon Police Department/"pop starlet" outfits for Leon and Ashley is also supposed to enable Ada's "Assignment Ada" tactical outfit during the main game (who only appears during cutscenes in the main game), the original PC version and the [=PS2=] version miss out on seeing this because of their use of pre-rendered cutscenes (which were only derived from a playthrough with the normal outfits and no secondary versions of these scenes were ever recorded for an alternate outfit playthrough). The original [=GameCube=] version of the game and all releases after the original PC port use in-engine cutscenes, meaning character characters stay dressed however they appear during the game gameplay and thus Ada will show up wearing her tactical gear during cutscenes.
28th Aug '17 12:11:35 PM SolidSonicTH
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** Minor one but because using the Raccoon Police Department/"pop starlet" outfits for Leon and Ashley is also supposed to enable Ada's "Assignment Ada" tactical outfit during the main game (who only appears during cutscenes in the main game), the original PC version and the [=PS2=] version miss out on seeing this because of their use of pre-rendered cutscenes (which were only derived from a playthrough with the normal outfits and no secondary versions of these scenes were ever recorded for an alternate outfit playthrough). The original [=GameCube=] version of the game and all releases after the original PC port use in-engine cutscenes, meaning character stay dressed however they appear during the game and thus Ada will show up wearing her tactical gear during cutscenes.
26th Aug '17 10:47:24 AM BattleMaster
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* ''VideoGame/FalloutNewVegas'' had a similar scenario with the pre-order bonus/''Courier's Stash'' DLC items. Most of them were lackluster to begin with, but were made worse by lack of compatibility with Perks and other DLC. The way the game's engine is written, any given DLC cannot directly act on another -- the end result was that most of the pre-order equipment was counter-intuitively excluded from Perks added by main DLC. For example, the pre-order shotgun is the ''only shotgun in the game'' that doesn't benefit from the ''And Stay Back'' (10% chance to knock enemies over when they are hit with a shotgun) Perk added in ''Dead Money.''. Some of the weapons would accept mods, albeit with glitchy results. The only truly unique item was the Vault 13 canteen, an item that would automatically drop the player's dehydration level in Hardcore Mode, but not enough to subsist upon it alone (and it was useless if not playing in Hardcore). The most millage you'd get from it in Normal Mode is seeing the "You take a sip from your Vault 13 canteen" message when something impressive happens but by and large it was worthless.

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* ''VideoGame/FalloutNewVegas'' had a similar scenario with the pre-order bonus/''Courier's Stash'' DLC items. Most of them were lackluster to begin with, but were made worse by lack of compatibility with Perks and other DLC. The way the game's engine is written, any given DLC cannot directly act on another -- the end result was that most of the pre-order equipment was counter-intuitively excluded from Perks added by main DLC. For example, the pre-order shotgun is the ''only shotgun in the game'' that doesn't benefit from the ''And Stay Back'' (10% chance to knock enemies over when they are hit with a shotgun) Perk added in ''Dead Money.''. Some of the weapons would accept mods, albeit with glitchy results. The only truly unique item was the Vault 13 canteen, an item that would automatically drop the player's dehydration level in Hardcore Mode, but not enough to subsist upon it alone (and alone. In Normal mode, it was useless provided a slight automatic healing effect every time you sipped from it (once every few minutes), making it useful only for saving healing items when outside of combat if not playing you were fast-traveling or had some time to kill in Hardcore). The most millage a safe area where you didn't have to worry about an attack, and given how many stimpacks you'd get from it in Normal Mode is seeing be carrying by the "You take a sip from your Vault 13 canteen" message when something impressive happens but by and large it was worthless. midpoint of the game, that wasn't terribly useful either.
11th Jul '17 9:12:45 AM gophergiggles
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* Finishing ''VideoGame/ResidentEvil5'' unlocks the NewGamePlus where you play the exact same campaign over again, except as [[TheScrappy Sheva]] instead of Chris. [[SarcasmMode Um... yay.]] It boils down to getting to do about six or seven slightly different things in the otherwise identical campaign, making it look monumentally lame when compared to Separate Ways of the previous game or even the Game B modes of ''VideoGame/ResidentEvil2''. Even that wouldn't be so bad if they didn't foist an InterfaceScrew on you: Sheva's entire screen is mirrored, which [[DamnYouMuscleMemory takes a lot of getting used too]] which most people won't bother doing for the sole purpose of playing as Sheva. The following game learned their lesson from this one, letting you toggle the screen at will and granting you an entire fourth campaign starring [[EnsembleDarkHorse Ada Wong]] for beating the game.
10th Jul '17 2:37:26 PM MyFinalEdits
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** ''VideoGame/MarioKart 7'' has a few unlockable gliders you can earn. However, some of them are just a copy of the Super Glider in terms of stats, basically giving no bonus, and the rest are just a copy of the Peach Parasol in its bonus stats. This also includes all the golden parts that take so long to get, even if used together.
** If you make the grueling effort to complete the [[HarderThanHard 200cc version]] of all cups in ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' you get rewarded with...Gold Metal Mario. Needless to say, a number of players will admit that they were expecting something more than just a PaletteSwap of an existing character for completing the game's hardest mode. (And not just because {{Palette Swap}}s of Mario (and Peach for that matter) are [[BrokenBase a point of contention anyway]].)

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** ''VideoGame/MarioKart 7'' ''VideoGame/MarioKart7'' has a few unlockable gliders you can earn. However, some of them are just a copy of the Super Glider in terms of stats, basically giving no bonus, and the rest are just a copy of the Peach Parasol in its bonus stats. This also includes all the golden parts that take so long to get, even if used together.
** If you make the grueling effort to complete the [[HarderThanHard 200cc version]] of all cups in ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' you get rewarded with...Gold Metal Mario. Needless to say, a number of players will admit that they were expecting something more than just a PaletteSwap of an existing character for completing the game's hardest mode. (And And not just because {{Palette Swap}}s of Mario (and Peach for that matter) are [[BrokenBase a point of contention anyway]].)



* In VideoGame/DragonQuestHeroes, defeating Atlas will grant the player the Elevating Orb. Said orb increases experienced earned by the wearer by 5%. The problem is that not only is Atlas the single hardest fight in the game by a long shot (meaning most players will be at level 99 anyway), but the Orb also only increases defense by 1 point, worse than any other armor in the game, including generic armor that can be bought the instant one unlocks the armor shop near the start of the game.

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* In VideoGame/DragonQuestHeroes, ''VideoGame/DragonQuestHeroes'', defeating Atlas will grant the player the Elevating Orb. Said orb increases experienced earned by the wearer by 5%. The problem is that not only is Atlas the single hardest fight in the game by a long shot (meaning most players will be at level 99 anyway), but the Orb also only increases defense by 1 point, worse than any other armor in the game, including generic armor that can be bought the instant one unlocks the armor shop near the start of the game.



* In ''VideoGame/MegaManX8'', the navigators Alia, Palette, and Layer are unlockable as playable characters. They are basically clones of X, Axl, and Zero, respectively; however, Alia cannot get X's capsule upgrades and Palette cannot copy enemies. You also have to purchase all of X, Axl, and Zero's purchasable upgrades a second time in order to access them on Alia, Palette, and Layer. Additionally, using even one of them when running a stage will forbid you from choosing a navigator for that stage.

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* ''Franchise/MegaMan'':
**
In ''VideoGame/MegaManX8'', the navigators Alia, Palette, and Layer are unlockable as playable characters. They are basically clones of X, Axl, and Zero, respectively; however, Alia cannot get X's capsule upgrades and Palette cannot copy enemies. You also have to purchase all of X, Axl, and Zero's purchasable upgrades a second time in order to access them on Alia, Palette, and Layer. Additionally, using even one of them when running a stage will forbid you from choosing a navigator for that stage.
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